PDF BookCollision Detection in Interactive 3D Environments (Morgan Kaufmann Series in Interactive 3D Technology)

[Free.yRE4] Collision Detection in Interactive 3D Environments (Morgan Kaufmann Series in Interactive 3D Technology)



[Free.yRE4] Collision Detection in Interactive 3D Environments (Morgan Kaufmann Series in Interactive 3D Technology)

[Free.yRE4] Collision Detection in Interactive 3D Environments (Morgan Kaufmann Series in Interactive 3D Technology)

You can download in the form of an ebook: pdf, kindle ebook, ms word here and more softfile type. [Free.yRE4] Collision Detection in Interactive 3D Environments (Morgan Kaufmann Series in Interactive 3D Technology), this is a great books that I think are not only fun to read but also very educational.
Book Details :
Published on: 2003-10-27
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Original language: English
[Free.yRE4] Collision Detection in Interactive 3D Environments (Morgan Kaufmann Series in Interactive 3D Technology)

The heart of any system that simulates the physical interaction between objects is collision detection-the ability to detect when two objects have come into contact. This system is also one of the most difficult aspects of a physical simulation to implement correctly, and invariably it is the main consumer of CPU cycles. Practitioners, new to the field or otherwise, quickly discover that the attempt to build a fast, accurate, and robust collision detection system takes them down a long path fraught with perils and pitfalls unlike most they have ever encountered. Without in-depth knowledge and understanding of the issues associated with engineering a collision detection system, the end of that path is an abyss that has swallowed many a good programmer!Gino van den Bergen's new book is the story of his successful journey down that path. The outcome is his well-known collision detection system, the SOftware Library for Interference Detection (SOLID). Along the way, he covers the topics of vector algebra and geometry, the various geometric primitives of interest in a collision system, the powerful method of separating axes for the purposes of intersection testing, and the equally powerful Gilbert-Johnson-Keerthi (GJK) algorithm for computing the distance between convex objects. But this book provides much more than a good compendium of the ideas that go into building a collision system. The curse of practical computational geometry is floating-point arithmetic. Algorithms with straightforward implementations when using exact arithmetic can have catastrophic failures in a floating-point system. Specifically, intersection and distance algorithms implemented in a floating-point system tend to fail exactly in the most important case in a collision system-when two objects are just touching. Great care must be taken to properly handle floating-point round off errors. Gino's ultimate accomplishment in this book is his presentation on how to correctly implement the GJK distance algorithm in the presence of single-precision floating-point arithmetic. And what better way to illustrate this than with a case study, the final chapter on the design and implementation of SOLID.About the CD-ROMThe companion CD-ROM includes the full C++ source code of SOLID 3.5 as well as API documentation in HTML and PDF formats. Both single (32bit) and double (64bit) precision versions of the SOLID SDK plus example programs can be compiled for Linux platforms using GNU g++ version 2.95 to 3.3 and for Win32 platforms using Microsoft Visual C++ version 6.0 to 7.1. Use of the SOLID source code is governed by the terms of either the GNU GPL or the Trolltech QPL (see CD-ROM documentation for details).About the AuthorGino van den Bergen is a game developer living and working in The Netherlands. He is the creator of SOLID and holds a Ph.D. in computing science from Eindhoven University of Technology. Gino implemented collision detection and physics in NaN Technologies' Blender, a creation suite for interactive 3D content. U.S. ARMY 97.2 - Under Secretary of Defense for ... A04-185 Automated Interactive Coping Skill ... Intent from Legacy Drawings to 3D ... and Omnidirectional Weapons Detection System. TECHNOLOGY AREAS ... Official Publications: Research Expertise and Publications ... 2011 Research Publications. 2011 Research Publications are listed alphabetically by section name below. Please note that copies of these publications are not held ... Cyber-physical systems - dl.acm.org Cyber-physical systems (CPS) are physical and engineered systems whose operations are monitored coordinated controlled and integrated by a computing and ... Career JobsAndCareer.com career advice tips news and discussion is coming soon More Career Information. Salaries; Interview Questions ; Sample Resumes; Jobs International Journal of Engineering Research and ... International Journal of Engineering Research and Applications (IJERA) is an open access online peer reviewed international journal that publishes research .. Doctoral Dissertations Available from Proquest ... Submissions from 2014. Amoroso Jon William (2014) Reactive Probes for Manipulating Polyketide Synthases and Photoreactive Probes for Strained Alkyne Click Chemistry torrshield vpn Torrent anonymously with torrshield encrypted vpn pay with bitcoin. Glossary of video game terms - Wikipedia This article may contain an excessive amount of intricate detail that may only interest a specific audience. Please help by spinning off or relocating any relevant ... Interview Questions and Answers Job Interview Tips ... Job interview questions and sample answers list tips guide and advice. Helps you prepare job interviews and practice interview skills and techniques. Steering Behaviors For Autonomous Characters - red3d.com Keywords: animation techniques virtual/interactive environments games simulation behavioral animation autonomous agent situated embodied reactive vehicle ...
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